/* This file was generated from TypeScript source tslib/vertexbuffermanager.ts */





//
// VertexBufferManager
//
var VertexBufferManager = (function () {
    function VertexBufferManager() {
        this.maxVerticesPerVertexBuffer = 65535;
        this.numBuckets = 10;
    }
    VertexBufferManager.version = 1;
    VertexBufferManager.prototype.bucket = //
    // bucket
    //
    function (numVertices) {
        if(numVertices <= 64) {
            if(numVertices <= 16) {
                if(numVertices <= 8) {
                    return 0;
                }
                return 1;
            }
            if(numVertices <= 32) {
                return 2;
            }
            return 3;
        }
        if(numVertices <= 512) {
            if(numVertices <= 256) {
                if(numVertices <= 128) {
                    return 4;
                }
                return 5;
            }
            return 6;
        }
        if(numVertices <= 2048) {
            if(numVertices <= 1024) {
                return 7;
            }
            return 8;
        }
        return 9;
    };
    VertexBufferManager.prototype.makeBuckets = //
    // makeBuckets
    //
    function () {
        var result = [];
        for(var index = 0; index < this.numBuckets; index += 1) {
            result.push({
                headChunk: null
            });
        }
        return result;
    };
    VertexBufferManager.prototype.allocate = //
    // allocate
    //
    function (numVertices, attributes) {
        var vertexbuffer = null;
        var baseIndex = 0;
        var vertexbufferParameters = {
            numVertices: undefined,
            attributes: attributes,
            dynamic: this.dynamicVertexBuffers
        };
        var poolIndex;
        var maxVerticesPerVertexBuffer = this.maxVerticesPerVertexBuffer;
        var attributesHash = attributes.join();
        var numVertexBuffersPools = this.vertexBuffersPools.length;
        var vertexBuffersPool;
        //Find the pool to allocate from
        for(poolIndex = 0; poolIndex < numVertexBuffersPools; poolIndex += 1) {
            if(this.vertexBuffersPools[poolIndex].attributesHash === attributesHash) {
                vertexBuffersPool = this.vertexBuffersPools[poolIndex];
                break;
            }
        }
        if(!vertexBuffersPool) {
            vertexBuffersPool = {
                attributesHash: attributesHash,
                vertexBufferData: []
            };
            this.vertexBuffersPools.push(vertexBuffersPool);
        }
        var vertexBufferData;
        if(numVertices < maxVerticesPerVertexBuffer) {
            //Start at the correct size bucket and then look in bigger buckets if there is no suitable space
            //TODO: track last allocation as start point - but needs to be valid.
            for(var bucketIndex = this.bucket(numVertices); !vertexbuffer && bucketIndex < this.numBuckets; bucketIndex += 1) {
                var previousChunk;
                for(var vertexBufferIndex = 0; !vertexbuffer && (vertexBufferIndex < vertexBuffersPool.vertexBufferData.length); vertexBufferIndex += 1) {
                    vertexBufferData = vertexBuffersPool.vertexBufferData[vertexBufferIndex];
                    //Now find a to chunk allocate from
                    previousChunk = null;
                    for(var chunk = vertexBufferData.bucket[bucketIndex].headChunk; chunk; chunk = chunk.nextChunk) {
                        if(numVertices <= chunk.length) {
                            vertexbuffer = vertexBufferData.vertexBuffer;
                            baseIndex = chunk.baseIndex;
                            if(numVertices < chunk.length) {
                                chunk.baseIndex = (baseIndex + numVertices);
                                chunk.length -= numVertices;
                                var newBucketIndex = this.bucket(chunk.length);
                                if(newBucketIndex !== bucketIndex) {
                                    if(previousChunk) {
                                        previousChunk.nextChunk = chunk.nextChunk;
                                    } else {
                                        vertexBufferData.bucket[bucketIndex].headChunk = chunk.nextChunk;
                                    }
                                    //Add to new bucket
                                    chunk.nextChunk = vertexBufferData.bucket[newBucketIndex].headChunk;
                                    vertexBufferData.bucket[newBucketIndex].headChunk = chunk;
                                }
                            } else {
                                //Allocated whole chunk so remove it.
                                if(previousChunk) {
                                    previousChunk.nextChunk = chunk.nextChunk;
                                } else {
                                    vertexBufferData.bucket[bucketIndex].headChunk = chunk.nextChunk;
                                }
                                chunk.vertexBuffer = null;
                            }
                            break;
                        }
                        previousChunk = chunk;
                    }
                }
            }
            if(!vertexbuffer) {
                vertexbufferParameters.numVertices = maxVerticesPerVertexBuffer;
                vertexbuffer = this.graphicsDevice.createVertexBuffer(vertexbufferParameters);
                this.debugCreatedVertexBuffers += 1;
                debug.assert(vertexbuffer, "VertexBuffer not created.");
                if(vertexbuffer) {
                    vertexBufferData = {
                        vertexBuffer: vertexbuffer,
                        bucket: this.makeBuckets()
                    };
                    vertexBufferData.bucket[this.bucket(maxVerticesPerVertexBuffer - numVertices)].headChunk = {
                        baseIndex: numVertices,
                        length: maxVerticesPerVertexBuffer - numVertices,
                        nextChunk: null
                    };
                    vertexBuffersPool.vertexBufferData.push(vertexBufferData);
                }
            }
        }
        if(!vertexbuffer) {
            vertexbufferParameters.numVertices = numVertices;
            vertexbuffer = this.graphicsDevice.createVertexBuffer(vertexbufferParameters);
            this.debugCreatedVertexBuffers += 1;
            debug.assert(vertexbuffer, "VertexBuffer not created.");
            if(vertexbuffer) {
                vertexBuffersPool.vertexBufferData.push({
                    vertexBuffer: vertexbuffer,
                    bucket: this.makeBuckets()
                });
            }
        }
        return {
            vertexBuffer: vertexbuffer,
            baseIndex: baseIndex,
            length: numVertices,
            poolIndex: poolIndex
        };
    };
    VertexBufferManager.prototype.free = //
    // free
    //
    function (allocation) {
        var vertexBuffersPool = this.vertexBuffersPools[allocation.poolIndex];
        var vertexBufferData;
        for(var vertexBufferIndex = 0; vertexBufferIndex < vertexBuffersPool.vertexBufferData.length; vertexBufferIndex += 1) {
            if(allocation.vertexBuffer === vertexBuffersPool.vertexBufferData[vertexBufferIndex].vertexBuffer) {
                vertexBufferData = vertexBuffersPool.vertexBufferData[vertexBufferIndex];
                break;
            }
        }
        //TODO: optimise
        var leftChunk;
        var leftChunkPrevious;
        var rightChunk;
        var rightChunkPrevious;
        var previous;
        for(var bucketIndex = 0; !(leftChunk && rightChunk) && (bucketIndex < this.numBuckets); bucketIndex += 1) {
            previous = null;
            for(var chunk = vertexBufferData.bucket[bucketIndex].headChunk; chunk && !(leftChunk && rightChunk); chunk = chunk.nextChunk) {
                if(!leftChunk) {
                    if(chunk.baseIndex + chunk.length === allocation.baseIndex) {
                        leftChunk = chunk;
                        leftChunkPrevious = previous;
                    }
                }
                if(!rightChunk) {
                    if(chunk.baseIndex === allocation.baseIndex + allocation.length) {
                        rightChunk = chunk;
                        rightChunkPrevious = previous;
                    }
                }
                previous = chunk;
            }
        }
        var oldBucketIndex;
        var newBucketIndex;
        if(leftChunk && rightChunk) {
            oldBucketIndex = this.bucket(leftChunk.length);
            leftChunk.length += allocation.length + rightChunk.length;
            //destroy right - before any move of left, as it previous could be the left...
            if(rightChunkPrevious) {
                rightChunkPrevious.nextChunk = rightChunk.nextChunk;
                if(rightChunk === leftChunkPrevious) {
                    leftChunkPrevious = rightChunkPrevious;
                }
            } else {
                vertexBufferData.bucket[this.bucket(rightChunk.length)].headChunk = rightChunk.nextChunk;
                if(rightChunk === leftChunkPrevious) {
                    leftChunkPrevious = null;
                }
            }
            //move left if it needs to
            newBucketIndex = this.bucket(leftChunk.length);
            if(newBucketIndex !== oldBucketIndex) {
                if(leftChunkPrevious) {
                    leftChunkPrevious.nextChunk = leftChunk.nextChunk;
                } else {
                    vertexBufferData.bucket[oldBucketIndex].headChunk = leftChunk.nextChunk;
                }
                //Add to new bucket
                leftChunk.nextChunk = vertexBufferData.bucket[newBucketIndex].headChunk;
                vertexBufferData.bucket[newBucketIndex].headChunk = leftChunk;
            }
        } else if(leftChunk) {
            oldBucketIndex = this.bucket(leftChunk.length);
            leftChunk.length += allocation.length;
            newBucketIndex = this.bucket(leftChunk.length);
            if(newBucketIndex !== oldBucketIndex) {
                if(leftChunkPrevious) {
                    leftChunkPrevious.nextChunk = leftChunk.nextChunk;
                } else {
                    vertexBufferData.bucket[oldBucketIndex].headChunk = leftChunk.nextChunk;
                }
                //Add to new bucket
                leftChunk.nextChunk = vertexBufferData.bucket[newBucketIndex].headChunk;
                vertexBufferData.bucket[newBucketIndex].headChunk = leftChunk;
            }
        } else if(rightChunk) {
            oldBucketIndex = this.bucket(rightChunk.length);
            rightChunk.baseIndex = allocation.baseIndex;
            rightChunk.length += allocation.length;
            newBucketIndex = this.bucket(rightChunk.length);
            if(newBucketIndex !== oldBucketIndex) {
                if(rightChunkPrevious) {
                    rightChunkPrevious.nextChunk = rightChunk.nextChunk;
                } else {
                    vertexBufferData.bucket[oldBucketIndex].headChunk = rightChunk.nextChunk;
                }
                //Add to new bucket
                rightChunk.nextChunk = vertexBufferData.bucket[newBucketIndex].headChunk;
                vertexBufferData.bucket[newBucketIndex].headChunk = rightChunk;
            }
        } else {
            var bucket = vertexBufferData.bucket[this.bucket(allocation.length)];
            bucket.headChunk = {
                baseIndex: allocation.baseIndex,
                length: allocation.length,
                nextChunk: bucket.headChunk
            };
        }
        //See if the whole thing is free and if so free the VB
        var lastChunk = vertexBufferData.bucket[this.numBuckets - 1].headChunk;
        if(lastChunk && lastChunk.length >= this.maxVerticesPerVertexBuffer) {
            vertexBuffersPool.vertexBufferData.splice(vertexBufferIndex, 1);
            vertexBufferData.vertexBuffer.destroy();
            vertexBufferData.vertexBuffer = null;
            vertexBufferData.bucket.length = 0;
            vertexBufferData.bucket = null;
        }
    };
    VertexBufferManager.prototype.destroy = //
    // destroy
    //
    function () {
        var vertexBuffersPools = this.vertexBuffersPools;
        if(vertexBuffersPools) {
            var numVertexBuffersPools = vertexBuffersPools.length;
            var i, j;
            for(i = 0; i < numVertexBuffersPools; i += 1) {
                var vertexBuffersPool = vertexBuffersPools[i];
                var vertexBufferDataArray = vertexBuffersPool.vertexBufferData;
                var numVertexBufferData = vertexBufferDataArray.length;
                for(j = 0; j < numVertexBufferData; j += 1) {
                    var vertexBufferData = vertexBufferDataArray[j];
                    var bucketArray = vertexBufferData.bucket;
                    if(bucketArray) {
                        bucketArray.length = 0;
                        vertexBufferData.bucket = null;
                    }
                    var vertexbuffer = vertexBufferData.vertexBuffer;
                    if(vertexbuffer) {
                        vertexbuffer.destroy();
                        vertexBufferData.vertexBuffer = null;
                    }
                }
                vertexBufferDataArray.length = 0;
            }
            vertexBuffersPools.length = 0;
            this.vertexBuffersPools = null;
        }
        this.graphicsDevice = null;
    };
    VertexBufferManager.create = //
    // create
    //
    function create(graphicsDevice, dynamicVertexBuffers) {
        var manager = new VertexBufferManager();
        manager.vertexBuffersPools = []//Array keyed-off attribute
        ;
        manager.debugCreatedVertexBuffers = 0;
        manager.graphicsDevice = graphicsDevice;
        manager.dynamicVertexBuffers = dynamicVertexBuffers ? true : false;
        return manager;
    };
    return VertexBufferManager;
})();

